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Weiß Nevermore

3 Level (0/2700 XP for level-up) Guild Artisan Background Kenku Race / Species / Heritage CN Alignment
Rouge
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
11
+0
DEX
18
+4
CON
14
+2
INT
14
+2
WIS
15
+2
CHA
17
+3
28
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
/
Sneak Attack(2D6)
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+6 Dexterity
+2 Constitution
+4 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+6 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+5 Deception CHA
+2 History INT
+4 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
+6 Alchemist Supplies INT
+10 Thieves' Tools DEX
skills
+2 Medicine WIS
+2 Nature INT
+6 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+8 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Hand Crossbow +6 DEX d6+4 Piercing
 Range 30-120ft
Rapier +6 DEX d8+4 Piercing
 Finesse
Daggers(4) +6 DEX d4+4 Piercing
 Finesse, light, thrown.
Attacks
Expert Forgery
You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Kenku Training
You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth and Sleight of Hand.
Mimicry
You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom(insight) check opposed by your Charisma(Deception) check.
Languages
You can read and write Common, Dwarfish and Auran, but you can only speak using your Mimicry.
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies(in skills, or with Thieves' Tools) to gain this benefit.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finess or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5ft of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the sneak attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned Thieves' Cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows Thieves' Cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a Thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves' on the run.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Phantom
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?
Whispers of the Dead
3rd-level Phantom feature

Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Wails from the Grave
3rd-level Phantom feature

As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Features & Traits
Rapier, Hand Crossbow and 10 bolts, Burgler's Pack, leather armor, daggers(2)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages
Common, Auran, Mimicry, Thieves' Cant, Dwarvish.
Proficiencies
Light Armor, simple weapons, hand crossbows, longswords, shortswords, rapiers, Thieves' tools, Alchemist supplies.

Languages & Proficiencies
321GP

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Crossbow, hand

Ranged Weapon Ammunition, Light, Loading Common

Type Damage Damage Range Properties
Martial 1d6 Piercing 30/120 ft Ammunition, Light, Loading

Cost: 75 gp Weight: 3 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Burglar's Pack

Adventuring Gear Common

A backpack that contains: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope.


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

Player's Handbook, Wizards of the Coast, p. 154

Alchemist's Supplies

Adventuring Gear Common

Cost: 50 GP Weight: 8 lb. / 4 kg


 

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

Belt Pouch

Adventuring Gear Common

A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.

Cost: 5 sp Weight: 1 lb


 

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